Dodano skrypt użyty do wygenerowania danych do generacji drzewa

This commit is contained in:
Niebby 2021-05-19 20:54:09 +02:00
parent 26927b6a1d
commit 3af4d0e68f

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tree_data_gen.py Normal file
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import random
from os import urandom
import statistics
import csv
def nominalizeOld(val, max_val):
return_value = "NONE"
if val > 0.8 * max_val:
return_value = "VERY_HIGH"
elif val > 0.6 * max_val:
return_value = "HIGH"
elif val > 0.4 * max_val:
return_value = "MEDIUM"
elif val > 0.2 * max_val:
return_value = "LOW"
elif val > 0:
return_value = "VERY_LOW"
return return_value
def nominalize(val, max_val):
return_value = "NONE"
if val > 0.66 * max_val:
return_value = "HIGH"
elif val > 0.33 * max_val:
return_value = "MEDIUM"
elif val > 0:
return_value = "LOW"
return return_value
class Stats:
def __init__(self):
self.strength = random.randint(1, 10)
self.agility = random.randint(1, 10)
self.wisdom = random.randint(1, 10)
self.health = random.randint(1, 50)
self.melee_wep_damage = random.randint(1, 10)
self.ranged_wep_damage = random.randint(1, 10)
self.magic_wep_damage = random.randint(1, 10)
self.armor_defence = random.randint(0, 5)
self.armor_magic_protection = random.randint(0, 5)
self.damage = 0
def meleeAttack(self, opponent):
attackValue = self.strength + random.randint(1, 6)
defenseValue = opponent.strength + opponent.armor_defence
damage = attackValue - defenseValue
if damage > 0:
opponent.damage += (damage + self.melee_wep_damage)
def rangeAttack(self, opponent):
attackValue = self.agility + random.randint(1, 6)
defenseValue = opponent.agility
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.ranged_wep_damage - opponent.armor_defence > 0):
opponent.damage += (damage + self.ranged_wep_damage - opponent.armor_defence)
def magicAttack(self, opponent):
attackValue = self.wisdom + random.randint(1, 6)
defenseValue = opponent.wisdom
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.magic_wep_damage - opponent.armor_magic_protection > 0):
opponent.damage += (damage + self.magic_wep_damage - opponent.armor_magic_protection)
def reset(self):
self.damage = 0
FIELDNAMES = ["p_strength",
"p_agility",
"p_wisdom",
"p_health",
"p_melee_damage",
"p_ranged_damage",
"p_magic_damage",
"p_armor_defence",
"p_armor_magic_protection",
"e_strength",
"e_agility",
"e_wisdom",
"e_health",
"e_damage",
"e_armor_defence",
"e_armor_magic_protection",
"e_attack_type",
"strategy"]
RESULT_FILE = open('data.csv', 'w', newline='')
FILE_WRITER = csv.writer(RESULT_FILE, dialect='excel', delimiter=',', quotechar='"', quoting=csv.QUOTE_MINIMAL)
FILE_WRITER.writerow(FIELDNAMES)
SETUP_RESULTS = [[], [], []]
MAX_COMBAT_TIME = 20
def try_combat(my_seed, p, e, player_att_type, enemy_att_type):
random.seed(my_seed)
current_iteration = 0
while True:
if player_att_type == 0:
p.meleeAttack(e)
elif player_att_type == 1:
p.rangeAttack(e)
else:
p.magicAttack(e)
if e.damage >= e.health:
SETUP_RESULTS[player_att_type].append(p.health - p.damage)
break
if enemy_att_type == 0:
e.meleeAttack(p)
elif enemy_att_type == 1:
e.rangeAttack(p)
else:
e.magicAttack(p)
if p.damage >= p.health:
SETUP_RESULTS[player_att_type].append(0)
break
current_iteration += 1
if current_iteration >= MAX_COMBAT_TIME:
SETUP_RESULTS[player_att_type].append(0)
break
p.reset()
e.reset()
for trial in range(10000):
stat_seed = urandom(16)
random.seed(stat_seed)
player = Stats()
enemy = Stats()
enemy_attack_type = random.randint(0, 2) # Enemy weapon choice
for i in range(30):
combat_seed = urandom(16)
try_combat(combat_seed, player, enemy, 0, enemy_attack_type)
try_combat(combat_seed, player, enemy, 1, enemy_attack_type)
try_combat(combat_seed, player, enemy, 2, enemy_attack_type)
for i, series in enumerate(SETUP_RESULTS):
SETUP_RESULTS[i] = statistics.mean(series)
strategy = "PASS"
if any(SETUP_RESULTS):
max_index = SETUP_RESULTS.index(max(SETUP_RESULTS))
if max_index == 0:
strategy = "MELEE"
elif max_index == 1:
strategy = "RANGED"
elif max_index == 2:
strategy = "MAGIC"
enemy_damage = 0
if enemy_attack_type == 0:
enemy_attack_type = "MELEE"
enemy_damage = enemy.melee_wep_damage
elif enemy_attack_type == 1:
enemy_attack_type = "RANGED"
enemy_damage = enemy.ranged_wep_damage
elif enemy_attack_type == 2:
enemy_attack_type = "MAGIC"
enemy_damage = enemy.magic_wep_damage
FILE_WRITER.writerow([nominalize(player.strength, 10),
nominalize(player.agility, 10),
nominalize(player.wisdom, 10),
nominalize(player.health, 50),
nominalize(player.melee_wep_damage, 10),
nominalize(player.ranged_wep_damage, 10),
nominalize(player.magic_wep_damage, 10),
nominalize(player.armor_defence, 5),
nominalize(player.armor_magic_protection, 5),
nominalize(enemy.strength, 10),
nominalize(enemy.agility, 10),
nominalize(enemy.wisdom, 10),
nominalize(enemy.health, 50),
nominalize(enemy_damage, 10),
nominalize(enemy.armor_defence, 5),
nominalize(enemy.armor_magic_protection, 5),
enemy_attack_type,
strategy])
SETUP_RESULTS = [[], [], []]
if trial%100 == 0:
print("Trials done: " + str(trial))